It was no secret that Onrush was on display on Rezzed, so it was hard to ignore the build up and obvious hype that surrounded such a big developer being at the event, but in the fight between Triple A budget against indie charm, for some it could have been a harder sell.
Personally, I’m a huge Codemasters fan, if anyone associated with the Codemasters Twitter account is reading this, they’ll know that I’ve been pioneering a Micro Maniacs remake for years through a series of nonsensical tweets. The studio has a long series of racing game hits on their books, such as the brilliant Toca Touring Car series, the iconic Micro Machines and the longstanding Formula 1 series. Even though the Codemasters bread and butter may have been made in the racing genre, do they have one too many titles?
We played Onrush several times at EGX (half journalistic obligations, half excited for a new IP) and I just couldn’t shake the thoughts of what this game reminds me of. Onrush wears shades of Overwatch, Motorstorm and Burnout, and here’s why;
As it’s all about team work, each team consists of a maximum of 6 players, with each player choosing between a different vehicle for a different effect. The bigger vehicles are there for barging people off the road and scoring vital takedowns and the small vehicles are used to create distractions and quickly zip in and out to gain vital seconds. This can add an interesting team dynamic, because it can force a team to play defensive and go for the heavier vehicles or make the majority of the team go for light cars, pick up the points and leave one person to be a heavier car. This is where the Overwatch comparison comes in, with their team compositions, and changing the team layout as a tactic to influence the game.
The Motorstorm influence comes in with this graphics, as it’s in a similar art style of dirt and grit with a hint of apocalypse wasteland, although the backstory is hard to tell as we only had the one course to test. Finally, Burnout due to the mayhem and destruction on offer, the way you can barge into people, wiping them out completely and feeling like the savour of the team is an incredible feeling, although if you swing and miss, it’s quite the opposite feeling, the game handles it’s mayhem perfectly as it never feels overwhelming.
The gameplay is straightforward; each team must battle to race through the checkpoints, the checkpoints add more time, if you have more time than the other team at the end of the round, you win. As previously mentioned, this added a unique aspect to choose to either go for the time and play it safe, or play the bully and stop the other team from going through checkpoints, or ignore all that and play the game like the XNVR crew played it; ignore the team and think only for yourself, as the real winner of the game is who is crowned MVP – If Onrush was to be an Esport, I’d want a new team.
At Rezzed, myself and the XNVR boys managed to briefly forget that we were there for press purposes, as we were dragged into the Onrush universe, the team somewhat against the universe all battling together, lads against the world, each looking out for each other, relying on your friends, nay, your brothers to lift you if you fall, but then we’d lose the game again and have the queue up once more, ah well, better luck next time.
Beautiful graphics with its pick up and play nature make Onrush a title to look out for, but limited maps and small amount of gameplay modes will want players wishing for more.
- Different car classes
- Good with friends
- Pick and play
- Small amount of gameplay modes
- Small amount of maps
- Generic story